Music-Games: Supporting New Opportunities for Music Education

Lead Research Organisation: Glasgow Caledonian University
Department Name: Sch of Engineering & Built Environment

Abstract

The digital revolution is creating new ways to engage with music, transforming music-making opportunities in the classroom and wider musical environment. The challenge for music educators is to capitalise on the evident motivation for informal music-making with digital technology, as a tool to create new opportunities to inspire and engage learners with music in educational contexts. This project will investigate the potential of music-games to inspire and engage learners with music, developing theoretical and practical knowledge to support and enrich authentic and inclusive classroom participation in line with defined curriculum goals. Music-games present a highly pervasive new digital platform to create, perform, appreciate and transmit music through peer and online communities, and one of the biggest selling video game genres. Previous research highlights the power of music participation to enrich cognitive, social and emotional wellbeing, while a growing body of work highlights the educational potential of digital games to scaffold and enrich personalised learning across the curriculum. However the music-game synergy has been neglected by research, presenting a platform to investigate the processes, experiences, educational opportunities and potential outcomes of both music participation and digital game participation in one context. The aims of the project will be achieved by completing the following main objectives:1. Develop recommendations and materials to guide educators on effective and innovative employment of music-games in the classroom, and guide industry on enhanced design of educationally appropriate future music-games.2. Develop and investigate a co-created scenario of music-making with music-games in the classroom, identifying processes of participation and music-game features which support engaging, authentic and inclusive experience.3. Develop two theoretically informed models: a model of Music-Game Flow, and a model of the potential educational opportunities and outcomes with music-games, by integrating the collective data from the contextual enquiry and the empirical investigation with theoretical insight.The project objectives will be achieved through four stages of work. Stage 1 involves a comprehensive stakeholder enquiry (Educator, Learner and Games Industry) to establish attitudes, uses and requirements with music-games, and generate user-driven scenarios of use for music-games as a tool to support music-education. Stage 2 involves the comprehensive generation and empirical investigation of a music-making scenario with Guitar Hero 5 in situ of the classroom as an authentic and inclusive learning context. Stage 3 involves evaluation of the collective results to develop and refine recommendations for educators and industry on effective and innovation employment and design of music-games. Further, Stage 3 involves the development of two theoretically informed models: a model of Music-Game Flow, and a model of the potential educational opportunities and outcomes with music-games. This will be achieved by integrating the collective data from Stage 1's stakeholder enquiry and Stage 2's empirical investigation, with theoretical insight. Stage 4 involves the dissemination of the findings through cross-disciplinary national and international peer reviewed publication, conference presentation, organised research colloquiums, proposed edited text, and public awareness events.In conclusion, this project aims to develop greater theoretical and practical understanding of the potential of music-games to engage learners with music, identifying processes and factors that shape and constrain authentic and inclusive music-making in line with curriculum goals.

Planned Impact

The proposed project of work will benefit both wellbeing and economy for the UK and beyond, in it's aim to better understand the potential of music-games to inspire and engage learners with music. The developed practical and theoretical knowledge will guide industry, institutions and the public on effective and innovative use, design and evaluation of music-games to promote personal and scholastic wellbeing and economic edge. The work will be disseminated to maximise impact and beneficiaries reached, through Guidance Documents, publication and public awareness events. Industry Music-games are a critical sales and development area for the current and future games industry, and burgeoning new distribution and marketing channel for the music industry. The proposed work will foster economic performance and competitiveness of the games industry by informing enhanced design of future music-games and peripheries to enhance creative and expressive potential, increase authenticity of experience and educationally appropriate guidance, and new areas of marketing and distribution. For the music industry, the body of work will inform on the impact of games on music consumption and behaviour, deepening understanding of music-games as a new distribution channel for music, and platform for creation and transmission of new intellectual property. The proposed body of work will support UK industry in benefiting from research to maintain a creative and competitive edge in designing for optimal user performance, experience and wellbeing. Educators The proposed body of work will positively impact quality of life and opportunity for creative output, potentially influencing music educational policy, pedagogy and practice. Greater theoretical and practical knowledge of educational and opportunities and outcomes of music-games will contribute to advancing models of music education to account for the rapid technological and social changes in the learners wider musical landscape, in line with defined curriculum goals. Further, enhanced authenticity and inclusivity of music education will help more people to benefit from the positive effects of music participation and game-based learning, including social, cognitive and emotion wellbeing, and the development of personal, learning and thinking skills. Dissemination The project aims to transfer evidence-based practice to bridge the gap between academia, industry and the public, raising awareness of importance of engagement with music and digital technology to personal and scholastic development. Guidance Documents will be developed for industry and educators. The Industry Guidance Document will extensively detail strategies for enhanced future music-game design and evaluation, and the formulation of educationally appropriate supporting materials. The Educator Guidance Document will extensively detail strategies for appropriate, effective and innovate ways to inspire and engage learners with music-games to support development of creativity, identity and personal, learning and thinking skills. The findings will be communicated to beneficiaries through national and international cross-disciplinary industry and education conferences, peer reviewed publications in areas of Education studies, Psychology of Music and Game-based Learning , and research colloquiums to which industry, education and community representatives will be invited. Further, the principle investigator aims to publically disseminate project findings in the public sector including arranging/contributing to public awareness events at which she is an experienced speaker, including the Dana Centre (British Science Museum), YRock schools and communities, and Guerrilla Science at music festivals. This project will support future grant applications and collaborations to research, design, develop, and evaluate new music-games and interfaces for music-participation.

Publications

10 25 50
 
Description This project aimed to investigate the potential of music-games to inspire and engage learners with music, developing theoretical and practical knowledge to support and enrich authentic and inclusive classroom participation in line with defined curriculum goals. The completed body of work investigated the processes, experiences, educational opportunities and potential outcomes of music-game participation.
Exploitation Route The project findings form evidence-based practice to bridge the gap between academia, industry and the public, raising awareness of importance of engagement with music and digital technology to personal, social and intellectual development. The proposed body of work supports UK music and games industry, educators and health professionals, and the general public. in benefiting from research to maintain a creative and competitive edge in innovative and efficacious
Sectors Communities and Social Services/Policy,Creative Economy,Digital/Communication/Information Technologies (including Software),Education

 
Description The findings from the body of work have been used to create publications (journal and book chapter), to advise charities and educators practice (e.g., Playlist for Life and Celtic FC Foundation), and to attract further funding (e.g., AHRC funded Guitar Hero's network, Carnegie funded Scottish Music and Health Network Funding).
First Year Of Impact 2013
Sector Creative Economy,Digital/Communication/Information Technologies (including Software),Education,Healthcare
Impact Types Cultural,Societal

 
Description Alzheimer Scotland
Amount £10,000 (GBP)
Organisation Alzheimer Scotland 
Sector Charity/Non Profit
Country United Kingdom
Start 03/2013 
End 12/2014
 
Description Digital Health Institute Open Call
Amount £30,000 (GBP)
Organisation Digital Health Institute (DHI) 
Sector Private
Country United Kingdom
Start 10/2014 
End 12/2015
 
Description Learning Without Frontiers Scholarship
Amount £495 (GBP)
Organisation Learning Without Frontiers 
Sector Charity/Non Profit
Country United Kingdom
Start 01/2012 
End 01/2012
 
Description Scottish Music and Health Research Network
Amount £33,000 (GBP)
Organisation Carnegie Trust 
Sector Charity/Non Profit
Country United Kingdom
Start 06/2013 
End 06/2015
 
Description Sing-Along: Music Games for CBeebies
Amount £7,000 (GBP)
Funding ID NUMIKO 
Organisation Numiko 
Sector Private
Country United Kingdom
Start 02/2011 
End 04/2011
 
Description Celtic Foundation 
Organisation Celtic FC Foundation
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution We are collaborating with the Foundation of a music and games for wellbeing project with 10 secondary schools across Glasgow. This will form the basis of a wider research project with the children o explore their uses and function of music technologies, and the foundation are supporting this through funding costs of travel, expenses, related experts etc...
Collaborator Contribution We are collaborating with the Foundation of a music and games for wellbeing project with 10 secondary schools across Glasgow. This will form the basis of a wider research project with the children o explore their uses and function of music technologies, and the foundation are supporting this through funding costs of travel, expenses, related experts etc...
Impact Silver GameChanger Award from the Scottish Governments Universities of Scotland.
Start Year 2013
 
Description Playlist for Life 
Organisation Playlist For Life
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution I am Trustee on a charity, Playlist for Life, created through collaboration with Sally Magnussen and a range of national and international academic and practitioners, with a focus of music interventions for health and wellbeing.
Start Year 2013
 
Description Scottish Music and Health Network (SMHN) 
Organisation University of Edinburgh
Country United Kingdom 
Sector Academic/University 
PI Contribution Scottish Music and Health Network (SMHN) with the IMHSD at Edinburgh University, and approx. 400 other researchers and practitioners across Scotland and beyond. Recently awarded Grant Application, entitled:? Scottish Music and Health Network (SMHN): Increasing collaborative infrastructure and translating innovations from theory to practice?, to the Carnegie Trust for £33K to support running of the network.
Start Year 2013
 
Description Doing it for the Kids 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Speaker and Panel Member at Leeds Digital Festival:



Today's children are 'net natives' who have grown up knowing nothing other than an always on connection to the internet. How should you design digital content differently for them?

This session brings together Leeds' leading companies in this area; Dubit, MadeByPi and Numiko together with Giana Cassidy, a leading Psychologist and lecturer in Interactive Entertainment Design at Glasgow Caledonian University.



A number of important working relationships developed from this experience, including links with the public and media which were implemented in future research and projects.
Year(s) Of Engagement Activity 2011
 
Description Music, Games and Learning, Glasgow Royal Conservatoire, Glasgow. 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Postgraduate students
Results and Impact Music, Games and Learning, Glasgow Royal Conservatoire, Glasgow.

A number of students inquired about becoming involved in the area and tutors reported a new interest/increased uptake in music games as a context for study.
Year(s) Of Engagement Activity 2011